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This is the 'crunchy' appendix 'World of Darkness Rules Revisions' from The God-Machine Chronicle, released as a free download, and very useful it is too. Perhaps you are happy with your own chronicles and don't want to buy the full book, but even if you are using The God-Machine Chronicle most of it is 'Storyteller eyes only' whilst this material is useful to players - so send them to download this (as my Storyteller did a year ago) and they can have access to all the new rules mechanics without the temptation to read bits they ought not to see!
Since the New World of Darkness Core Rulebook was published in 2004, a huge number of books have come out to support the line, many of which have contained new rule mechanics to support whatever is presented in that book. Many of them, such as spirits (originally in Werewolf: The Forsaken), shards (Mirror), tiers (Hunter: The Vigil) and other mechanics have spread to other games in the line, becoming a general part of the New World of Darkness even though the core ruleset has remained the same. The material in this book is intended to draw all these strands together and present a new definition of the core rules, to be used throughout the line for future materials.
So, what's here? First of all, we look at Character Creation and Advancement. Start with the rules in the core rulebook, but apply these modifications and additions. New bits include Aspirations, where you set short- and long-term goals for your character and help develop his personality (and give the Storyteller hints as to opportunities you might like to have in future plots). There's an update to the Virtue and Vice rules, freeing you up from a set list and providing guidance on creating personalised ones instead. Their use has also been modified so that fulfilling a Virtue gives a full refresh to Willpower because your character feels so darn good about it, whilst fulfilling a Vice just restores a single point as he asserts his inner nature. There are examples to help (or use) of course. This section also introduces the concept of a Breaking Point and talks about experience.
Next comes a section on Merits, which replaces the Merits section of the core rules entirely. It includes most of the Merits from the core rulebook and those introduced in subsequent publications, and there's plenty of advice on how to use them in play.
This is followed by Conditions. These add an additional layer of consequence and reward to certain actions, but are based on circumstances rather than something you choose for yourself. They are temporary, being resolved by the effect that causes the Condition or the terms of the Condition itself (and when you resolve one you get a Beat towards your experience total). Some, however, are persistent - irrovocably linked to a character - and there's a subset called Tilts which are used in combat.
Then we meet Integrity. This replaces Morality as a guage of how a character's behaviour affects their psyche. There's a lengthy explanation of why Morality needed replacing due to the inconsistencies and oddities it produced. When you do something which hits a Breaking Point (as determined earlier), this may affect your Integrity.
Other things covered include Soul Loss (something to be avoided), Extended Actions (replacing the core rulebook mechanics for determining them) and Social Manoeuvering (also replacing the original rules for Social actions). This last is particularly comprehensive, but care needs to be taken that die-rolling doesn't replace role-playing. Used well, it will enhance it.
The next part of the book is given over to Combat and other ways of doing harm to characters (environmental dangers, illness, poisons, etc.). It makes combat even deadlier, something to be avoided where possible but very effective when you do engage in it. One interesting point is Intent: what does each participant actually want to get out of the fight, what are they fighting for? Defining your objective goes a long way to focussing the combat and provides a way of determining when an opponent will give up - some things just aren't worth dying for, even if someone thinks they are worth killing for. It makes combat more meaningful and integral to the plot rather than there just because, well, if there aren't a few brawls it's not a role-playing game.
Then come Ephemeral Beings: Ghosts, Spirits, and Angels. This provides a unified system of rules for all manner of ghosts (and can also be applied to God-Machine angels). Manifestations, possession and more are covered here, with effective use of Conditions to moderate what is going on when some spook comes a-calling. Neat. Finally, there's a comprehensive selection of Equipment of all kinds, find the right tool for the job here.
This part of The God-Machine Chronicles was written as Onyx Path Publishing was struggling to get permission to produce a second edition of the New World of Darkness Core Rulebook at the time. It's an excellent revision based on years of development and play, and well worth considering - and necessary if you want to use the Second Editions of the various game lines, as these rules are assumed to be in force. And it's free!
Opening with some very strange e-mail correspondence (concerning the sort of crazy offers that most of us just delete without thought), The God-Machine Chronicle presents some of Onyx Path Publishing's radical ideas for the New World of Darkness. One thing they'd recognised was that many gamers wanted a little more guidance and support in cronicle creation, so there's the framework for a quite mind-blowing one... but there's more. They also had ideas for how the rules could be revised, updated and improved, and that's here as well. Originally, they had proposed a Second Edition to the core rulebook, but that had been rejected by the then owners of White Wolf, so they chose this way to present their game mechanics ideas. (The material has now been drawn together in their Chronicles of Darkness book, released after White Wolf changed hands, but that's another story... and another review!).
The Introduction lays out the chronicle framework, one that is almost too big to grasp. The concept is the stuff conspiracy theories are made of, a vast God-Machine most people are not even aware of, one that cannot be communicated with nor appeased or influenced, one that treats individual people as tools to be used or tossed aside, viewing them in the light of their usefulness... or potential to gum up the works. Supernatural beings are more likely to be aware of it, but are no more able to understand it than anyone else. It's a cosmic power and people have as much change of understanding it as a mouse running around some vast clockwork mechanism... one misstep and they risk being crushed by machinery that plain isn't interested that they are there. The overall feeling you are aiming at is of very small fish in an enormous fish tank. Things that the party do, or encounter, may in some way be connected with the God-Machine... and if they do, best beware! It's all about strange events, almost X-Files in flavour, things that it might be safer to ignore, pass by on the other side - but where's the fun in that? There are loads of ideas here to get your creative juices flowing.
Chapter 1: Building the God-Machine Chronicle provides the Storyteller with advice on how to go about setting up a chronicle based on these concepts. It starts off by talking about 'tiers' - the scope, the stage on which your story will be set. It may be local, regional, global or cosmic in scale, and this will dictate the places in which it happens and the magnitude of the consequences that result from events. Then there are sections on the length of adventures (or even the whole chronicle), how many characters will be best and even the 'rating' - think film classification - that your chronicle should have. It may be a game about personal horror, but it is the characters that should experience it, rather than their players. Talk with your group, consider who they are and how much detail is appropriate when, for example, describing a corpse. The discussion then moves on to look at the sort of stories you can tell and - critically - how you introduce them to your players. It's likely that realisation that the God-Machine is involved (indeed, that there is a God-Machine at all) will be slow in coming. There's advice on character creation (including building extensive backgrounds) and setting, then introduces the concept of Chronicle Tracks. Based on a common theme, a Track presents a series of adventures and the examples given make use of a sequence of 'Tales' which are provided in the next chapter, strung together over what could be years of play as the underlying truth unfolds. Example locations and NPCs to populate them round off the chapter.
In Chapter 2: Tales of the God-Machine, we find some 20 scenarios involving the God-Machine in some way or another. They can be run as one-offs, strung together using the Tracks suggestions in the previous chapter, or used in some other way that you have devised. Each one is introduced as if it is where you began your game (the Tracks provide transitions from one to another to aid in stringing them together, or you may prefer a more episodic game). Every one is the skeleton of good long-running adventure in its own right, or could be run more succinctly if that suits your needs. There is enough here for an inventive Storyteller to pick up and more or less run with it, whilst those not so happy running games on the fly might want to put in some preparation first. They are fascinating, compelling, fair make you want to rush out and gather up some players...
Next, Chapter 3: The Cogs in the Machine presents a collection of detailed NPCs for the Storyteller to use. Each is provided with a comprehensive backstory as well as a full stat block. Some are linked to the previous chapter's tales, others have suggestions as to where they might be best used... all, of course, may be slotted in wherever you feel they fit best. This chapter also presents some 'angels' - the spiritual servants of the God-Machine - again linked to specific tales but also crying out to be used in stories of your own imagining.
Finally, there's an appendiz entitled World of Darkness Rules Revisions. These are updates to the rules that can be used independent of The God-Machine Chronicle, and which are assumed in all future volumes published by Onyx Path. Note that if you are not interested in the storyline material in this book, there is a free God-Machine Rules Update download that contains all the new rules material, so that you do not need to buy this book unless you want all of it. Considerate. Starting with character creation, there are rules to devise aspirations, changes to vices and virtues, the concept of integrity and breaking points - the one thing that really makes your character freak and question what he's doing, and more. There are new merits that you can take, sample cults and gangs to join (or avoid), and the real biggie - Conditions. These are about consequences and rewards, and are based on what actually takes place in the game, remaining operational until resolution criteria are met. There are associated Tilts, shorter-lasting equivalents that take effect during combat as well. Discussions of extended actions and social manoeuvering follow, and revisions/extensions to the combat system. There are other hazards and sources of harm to contend with as well. And spirits. Don't forget them. This section ends with new equipment and artefacts... many of which spawn whole story ideas as you read about them. It's not a whole new game - you still need the core rulebook - but it certainly streamlines and hones the original game mechanics to a whole new level.
The concepts here are quite dizzying, overwhelming. The potential to create epic memorable tales with your group is clear. There are years of fun to be had. If you like the New World of Darkness, this is well worth a look.
Charting the adventures and background to the Tenth Doctor (played by David Tennant), this book provides loads of resources and ideas for anyone wanting to run their game in this era of the show's history. It also includes material on Torchwood which - as it did on TV - could prove an interesting 'spin off' if you do not want to run a Doctor-based campaign.
Chapter 1: The Children of Time discusses a very mercurial and almost manic Doctor, filled with a sense of justice and pride and, still, remorse for the Time War although he's getting over that a bit. There's a character sheet for him, and also copious details and character sheets for his companions and some important allies - Rose Tyler (a carry-over from the last regeneration), Mickey Smith (Rose's boyfriend and rather neglected), Martha Jones (a doctor of the medical variety and very determined with it), Captain Jack Harkness, Donna Noble (who brought some of the actor's other abrasive comic characteristics to this role), Sarah Jane Smith (a true blast from the past, who was a companion to the Third and Fourth Doctors before being reunited with this regeneration), Wilfrid Mott (Donna's grandfather), Astrid Peth (a companion who might have been but never was), Sally Sparrow ... and many more. This Doctor certainly had a lot of friends, even if many only participated in one or two adventures with him. There's also a wealth of detail about the Ood, a gentle and peaceful alien race, and of course a TARDIS update.
Next, Chapter 2: Playing in the Doctor's Era gets down to actually running your game in the Tenth Doctor's time. Key to this is breakneck, almost frantic, speed. There's also change - the Doctor has an indelible effect on everyone who associates with him, however briefly. There's advice on creating and running story arcs and much, much more. Alien and gadget traits round off the chapter.
Then, Chapter 3: Torchwood explores this fascinating organisation, dedicated to protecting the British Empire from alien influences since 1879. It's a ready-made setting for alternative adventures, and there are plenty of ideas here (who knows, maybe there will be a complete Torchwood supplement one day!). You can find out how to create a Torchwood operative, read the organisation's history and contemplate a handful of adventure ideas. There are also two character sheets, for two of the individuals from the spin-off Torchwood TV series (Gwen Cooper and Ianto Jones) although neither are discussed in the text and even their Torchwood base (the one in Cardiff) only gets a passing mention.
Chapter 4: The Doctor's Enemies gives details of Cybermen, Daleks, the Master and... oddly enough... the Time Lords themselves, who end up in opposition to the Doctor. Plenty of detail, background material and character sheets enable you to run any of them with confidence.
The final chapter contains all 44 of the Tenth Doctor's adventures. Each comes with a synopsis of the adventure, notes on running it (including ideas for taking that plotline and running it in a different Doctor's era), follow up adventures and material about any monsters, NPCs or gadgets that have not already been discussed earlier in the book. All fertile ground for the imagination, however you choose to use it!
The Ninth Doctor (played by Christopher Eccleston) was particularly exciting to old hands and new, as this was the beginning of the 'reboot' of the show in 2005. This new regeneration was a ruthless, edgy fellow, forged by his experiences in the Great Time War and believing himself to be the last Time Lord in existence. Emotionally-scarred, he mellowed over time due mostly to his interactions with his companion Rose, a London shop assistant. Eventually he realised that, whatever he might have had to do, he was a good guy, a force for good in the universe once more.
Chapter 1: The Ninth Doctor and Companions looks at both the Doctor and those who travelled with him, starting of course with a very psychological analysis of the Doctor himself, complete with character sheet. He started alone, but soon met up with Rose Tyler, and her effect on him is charted here. There's also Adam Mitchell, who last but for one adventure, and Captain Jack Harkness - not a companion, more of a kindred spirit. Rose's boyfriend, Mikey Smith, and her mother Jackie also feature here. Each gets a description, backstory and character sheet. Finally there are some notes on the current TARDIS, markedly different in appearance - at least inside - than previous ones, even if it is still a battered police call box on the outside.
Next, Chapter 2: Playing in the Ninth Doctor's Era provides a lot of information to support running adventures in this time, if not with these characters as well. Earth has gone the better part of 15 years without seeing much of the Doctor - things were quite different for him and Earth was unaccustomed to him as well! The universe as a whole, meanwhile, is still reeling from the Great Time War whose ripples affect memory and what actually happened, which make various discrepancies arise. Have fun with those! A lot of the discussion assumes that you will be using the adventures discussed later in your own game, but even if you are not, there's plenty of use here.
The remainder of the book presents the adventures the Ninth Doctor had, thirteen of them (including a couple of double episodes). This set of adventures is the first of the Doctor's adventures to have a distinct series arc, called Bad Wolf, over and above recurring individuals, situations or even villains. In each case, there's an adventure synopsis, notes on running the adventure as is, details of notable enemies and allies (and tech), and ideas for adventures spawned by whatever was going on. Plenty to get your teeth into here, however you intend to use this material. Wider concepts are discussed as well, so it is well worth reading through the lot at least once, whatever your intended use. Definitely worth adding to your bookshelf!
Covering the exploits of the Fifth Doctor (played by Peter Davison), this book begins with his regeneration - caused by the near-demise of the preceding regeneration at the hands of the Master - and covers his turbulent adventures where saving the universe features several times along with moments of high drama, athleticism, and intense emotion.
Chapter 1: Playing in the Fifth Doctor's Era contains a wealth of information to help get the right feel for this part of the Doctor's adventures, as well as a lot of detail to help you make it all come alive for your players. It starts by describing the nature of this version of the Doctor, who was curious and delighted in travelling space and time to see the sights and help the people that he encountered. He wasn't so good at navigating through time and space and often didn't end up remotely near where he wanted to be. This section ends with a character sheet.
Then we move on to companions. He tended to gather multiple companions, as opposed to other regenerations who generally had but one or two at a time. Sounds a bit more like a conventional role-playing group, doesn't it? Starting with Nyssa of Traken, we learn about Adric, Tegan Jovanka, and Vislor Turlough. Interestingly, they're nearly all aliens (apart from Tegan, who does come from Earth). Background notes and character sheets are provided. We also get character sheets (but no notes) for the metamorphic robot Kamelion and Peri Brown.
The remainder of the chapter concerns itself with the TARDIS and with the nuts and bolts of running games in this era - when the 'present day' was the 1980s. The universe seems to be a darker, colder place with more than one companion death during the course of the adventures, and some outright hostility with Adric tending to the argumentative, Tegan convinced she was the Doctor's equal and Turlough actually trying to kill him - albeit at the command of the Black Guardian (he eventually rebelled and refused the mission).
The remainder of the book, one giant chapter, consists of the adventures from the show, some twenty of them. Each is presented in the same way beginning with a synopsis of the adventure as it played out on TV. Then there's a section on 'Continuity' which puts the adventure in context, then notes on running the adventure 'as is' for your group. Here you will also find details on races or individuals that are encountered, notes on interesting technology and so on. Finally, there are suggestions for further adventures based on matters arising in the original. This provides a wealth of material which you can weave into your game in any way you like, a splendid resource.
Along with other books in this series, this book provides a delightful insight into one of the Doctor's regenerations, complete with detailed episode guides that should enthrall fans of the show as well as provide plenty of material for role-playing. It also shares the lack of photo captions common to all of Cubicle 7's Doctor Who books, as well as no indication of who any of the actors are - now I'm always more interested in characters than the actors playing them, but a lot of people are interested in actors so it's probably worth mentioning! Overall, however, another worthy resource to add to your collection!
Like the preceding volumes in this series, The Eleventh Doctor Sourcebook provides virtually everything you might possibly want to know about this particular part of the Doctor's history, that covering the (real-world) years 2010-2013 when Matt Smith played the Doctor. He started off a bit mad and only got better with time...
In the first chapter, we find out about this regeneration of the Doctor and about his companions. Presenting a character sheet from towards the end of his era, rather than the 'early eleventh Doctor' one that's in the Doctor Who: Adventures in Time and Space Eleventh Doctor Edition box, there's an interesting discussion of his nature and how it is different from all the Doctors we've enjoyed before. It seems that his past is catching up with him, appropriate since it was originally established that Time Lords ran out of regenerations and he was coming to the end of his allowance. Yet there was the paradox of the young body coupled with the weight of the ages from his past... a fascinating version of the Doctor indeed. The companions start with Amy Pond, who witnessed the regeneration as a young child and fantasised about the strange man with a blue box for years before he returned. Later an older Amy got to become a 'proper' companion, joining the Doctor in his travels, and bringing her boyfriend and later husband Rory along as well. The other companion, continuing on to the Thirteenth Doctor, was Clara Oswald, whose relationship was strange indeed. We also read about River Song, whose tangled timeline weaves in and out of the Doctor's... and rarely going in the same direction. It's enough to give you a headache! Then we meet the Paternoster Gang, an oddball group who live in 1880s and 1890s London, but comprise an elegant Silurian, a human maidservant (and lover) and a Sontaran butler/bodyguard. Strangely they seem to fit in very well, and spend their time solving mysteries - when not looking after the Doctor, that is. There are other folk as well: Brian Williams (Rory's dad), Idris (briefly, a body in which the TARDIS matrix came to life), Canton Everett Delaware III (an FBI agent), Craig Owens, and Kate Stewart (UNIT head of scientific research). Each has a brief note about them and where they fit in, and all get character sheets should you want to have the party meet them, or if someone wants to play them. There are also character sheets for the pirate Henry Avery and the War Doctor, although there are no biographical notes here for them. Finally there's a note on the TARDIS itself.
Next, Chapter 2: Playing in the Eleventh Doctor's Era explores everything that you need to know if you want to set your adventures here (or use the ones we read about later on), starting with the style and tone that includes elements of fairy tales and the need to be very, very careful about what you look at. There is also an undercurrent of processes which don't work quite how their designers expected them to with, ah, interesting results. Suggestions on how to use these themes and several more are scattered around for you to pick up and run with. There are also ideas for whole campaign arcs, including one based around the intriguing question 'is the Gamemaster allowed to keep secrets about player characters?' - the idea being that the Gamemaster may write plots that involve things that said player-characters don't know about themselves. It's something to be handled with caution, not all players like to be messed around in this way, but it can make for some memorable adventures. There are also notes about messing with the timeline and having duplicates of existing characters turn up, along with the inevitable new traits and gadgets.
Then comes Chapter 3: The Eleventh Doctor's Enemies. There's quite an array of them, starting off with the future Church... complete with Papal Mainframe in a spaceship which travels to wherever faith is needed! Then there's the Silents and the Great Intelligence and the Cyberiad (a collective of cyber-minds working with the Cybermen) and the Justice Department and of course the Daleks. Each comes with extensive notes and a plethora of ideas about adventures you can have using them.
Finally, there are a full forty-one complete adventures, as presented in the TV show, for you to delve through. Mine them for ideas, run them 'as is' or use the follow-up adventures provided, it's up to you. Each comes with a synopsis of the adventure itself, continuity notes showing where it fits into the overall story, notes on running the adventure as presented and ideas for further adventures that spring from it. A true wealth of resources to revel in, and a fine episode guide for anyone who enjoys the show.
There's enough here to keep your group occupied for ages, a worthy addition to the series.
This is an amusing little piece, more of a side trip than a full adventure (although of course you could build upon it) that provides the party with a neat and original location to investigate.
The location is a small but cozy cottage that's home to a husband and wife who share two passions: magic and cooking. Unfortunately things have gone a bit awry at home and as they're out - or at least, don't appear to be taking care of things - it's up to the party to deal with the problems.
The actual cottage is well-described and comes to life, and everything that's going on there is coherent and logical within the context. Depending on what the party does, they may find themselves with some useful allies or perhaps an enemy or two, and there are various things the DM can pick up on to provide scope for future adventures.
There's also a new monster, a construct that needs a combination of culinary and magical skill to create... and which is either completely silly or quite logical depending on your point of view (or how you decide to play it!).
A thoroughly enjoyable romp to keep up your sleeve for a rainy evening when the group doesn't want to be completely serious about their role-playing, perhaps - yet sensible enough that it can slot in to any campaign as a bit of a light-hearted moment.
Fun as it may seem on the surface, when you start thinking about it time travel can make your head hurt. So here's a primer to get all you budding Time Lords sorted before you leap into a TARDIS and make a complete mess of time and space.
Launching straight in to Chapter 1: Into The Vortex, there's an overview of the contents of the book chapter-by-chapter and various comments on things like die-rolling conventions and other rules mechanics. There are plenty of extra rules here, which you - as the GM or in agreement with the group - will need to decide if you want to implement. The ruleset as given in the original box set work fine, these are refinements which you may or may not want to include. There's also a note that a big portion of the book is best left to the GM alone, on the assumption that only one member of the group will GM Doctor Who games. If you don't plan on being the GM, you might want to wait until your GM has had a look at this book before you decide to buy it.
Next, Chapter 2: The Shining World of the Seven Systems takes a look at Time Lords and their homeworld of Gallifrey. Any player who wants to be the Doctor (or another Time Lord) really ought to read this, it's background information any Time Lord would have. It's fascinating stuff... but likely only known to Time Lords so if you're playing a companion, stay out or at least forget it - unless your Doctor likes giving history lessons. We have the history of the Time Lords from way back in the mists of time until now, the 'Laws' relating to time travel and so much more. Time Lords are a political bunch, and there'd be scope for creating a unique game with several Time Lords engaging in the sorts of power games that they enjoy if you want a game something out of the ordinary. Or you may want to get involved in the Time War. It's all here. You also find out about life on Gallifrey and the Academy programme that forges new Time Lords - there's enough detail that you could even run an Academy game if you wanted to! It ends with notes on how to create a Gallifreyan character - not all are Time Lords, only those who graduate from the Academy, you see.
Then comes Chapter 3: I Walk in Eternity. This discusses the creation of original Time Lord characters, rather than resorting to playing the Doctor. There's a more advanced process for generating the character, and even more ideas about what sort of adventures he could have. Did the Doctor actually exist in this reality, or does your Time Lord have the opportunity to do the things the Doctor did? There are new traits and all manner of other goodies too, like detailed rules for regeneration.
Now we have a Time Lord, it's time to travel in time so on to Chapter 4: Temporal Mechanics 101. This talks about the things that can go wrong time travelling, and how to avoid them. It's complex and scary and is almost enough to persuade you to trade in your TARDIS... almost. Fear not, after scaring the would-be time traveller half to death, the chapter settles down to explain the game mechanics to travel safely through time and space, and maybe even end up where and when you intended to go!
Of course, to travel in time you need a TARDIS, and Chapter 5 provides a detailed run-down of what a TARDIS is and what it is capable of doing. There's loads of detail about different systems and modes of operation, and you can even have a go at designing your own TARDIS. Like the rest of the book, this chapter is copiously illustrated with shots from the show... alas, all uncaptioned so if you don't have photographic recall of the entire history of the TV show you can be left wondering just what a particular person, place or item might happen to be.
Next, Chapter 6: Master of Time and Space heralds the 'GM only' section - which occupies the second half of the book in terms of number of pages. The main elements are Chapter 7: Dark Secrets of the Time Lords, Chapter 8: Last of the Time Lords? and finally Chapter 9: Advanced Temporal Mechanics. The Dark Secrets takes Chapter 2 and lifts the lid on the true history of the Time Lords, and makes fascinating reading. Quite a few useful NPCs are included. Plenty of ideas for adventures and even entire campaign arcs are scattered throughout as well. Last of the Time Lords looks at the belief held by the Doctor - at least during the initial years of the 2005 'reboot' of the TV series - that he is the last surviving Time Lord. There are ideas for using this, and others for things to do if this is indeed not the case and there are plenty of other Time Lords scampering around. Advanced Temporal Mechanics is an opportunity to mess with everybody's head...
Essential reading for Gamemasters, and probably for any aspiring Time Lord, but of limited use to other players. A thoroughly good read, though!
This book provides all that you need to run adventures using UNIT, the Unified Intelligence Taskforce (originally United Nations Intelligence Taskforce, back in the days of the Third Doctor when we first encountered them). UNIT is Earth's front line of defence against alien incursion, and can be a potent source of adventures with or without the Doctor being involved, especially for groups who enjoy a more military, combative approach than the Doctor's likely to tolerate! UNIT also hires researchers and scientists along with investigators, so there's plenty for characters who do not wish to be soldiers to do as well. If you are playing a game with the Doctor and his companions (or another group of time-travellers with or without Time Lord) UNIT may be encountered as allies or even adversaries during your travels, or like the Third Doctor, your group may work with them on a more regular basis. Or a single UNIT member may join the companions... Whatever you choose to do, this sourcebook will provide the basis for doing it.
All this explained, Chapter 2: UNIT History deals with the history not just of UNIT itself but of precursor attempts to defend Earth (or at least the UK) against alien invasions. UNIT itself was formed when the British Army struggled to repulse Daleks, War Machines and Robotic Yeti. Although the Second Doctor met them occasionally, a long-term relationship was formed with the Third Doctor, and more recent regenerations have interacted with UNIT upon occasion. This history is quite detailed and illustrated with some magnificent (but alas uncaptioned) stills from the TV show, and gives an excellent account of UNIT from its inception to the present day.
Next, Chapter 3: Modern UNIT describes how the organisation functions in the 21st century. This covers its organisation and goes into considerable detail on what you'd find in a typical UNIT base - if you are running a game based on UNIT it's likely that you'll need one to serve as a home for the group. Mechanically, a base - just like a character - has a series of Traits, good and bad, that define its general nature. As an example the UNIT HQ in the UK is described in detail. Next is a discussion of security clearances, for people and for documents, so you can give everything the appropriate feel... there are also some brief uniform notes for those characters who want to know what they'll be wearing. A few gadgets round this chapter out.
Chapter 4: UNIT Personnel provides details necessary to create a UNIT character from scratch. This includes ideas on the various sorts of teams that you might set up in a UNIT-focussed game, depending on the nature of adventures you want to have. Some archetypes are provided for those occasions when you need a UNIT operator in a hurry, or to use as a basic outline on which to construct your own character. There are also biographic notes and full character sheets for several notable UNIT characters who have turned up in the TV show.
Then Chapter 5: UNIT Tactics provides some expanded combat rules. The core rules regard combat very much as a last resort (much as does the Doctor), but UNIT gives an opportunity to have a few brawls... so here's how. So there's a fair bit about firearms and a few other things, and a piece on how to handle mass battles including how to involve individual characters, laying siege to bases and more.
Next is Chapter 6: Covering Up. UNIT would be much happier if the rest of us didn't even know about aliens, let alone what they are trying to get up to (like invading Earth), so here we learn how they keep a wrap on things... or at least try to. An Exposure system is included to cope with the times when the cover-up fails, with the assumption that knowledge of aliens is going to cause mass panic.
This is followed by Chapter 7: Gamemastering UNIT which covers everything from the sort of themes you might employ - loyalty, morality, fear - to the likely nature of a UNIT-based campaign. That can be defending the Earth or it might take a more exotic twist - perhaps the UNIT team has acces to a TARDIS or other time-travel device and goes out exploring. They could even provide protective details to important individuals, or guard alien captives. There is a wealth of ideas here, well worth reading if you intend UNIT to turn up at all in your game never mind be the centre of it. Then the chapter gets down to the nitty-gritty of designing and running UNIT-based adventures, addressing issues like having a military hierarchy which never sits easily in the context of a role-playing game.
Finally, Chapter 8: UNIT Adventures provides masses of material to get you going, with two complete adventures and several adventure outlines/seeds which you can develop further. Armed with this book, you'll be ready to bring UNIT to life in your Doctor Who game, whether you want them as a central part with the party as UNIT operatives, or just have them turn up occasionally in a convention Doctor and companions campaign. Pretty much essential reading...
This book, looking at the fourth regeneration of the Doctor, played by Tom Baker, takes a slightly different approach to the preceeding volumes, in structure if not in content. The first chapter looks at what makes Fourth Doctor adventures different from any other ones, the second covers the Doctor himself and his companions from this era in detail, and the rest of the book lists the adventures that he undertook in the TV show. But first, won't you have a jellybaby?
Every regeneration is quite different from all the others, but this one is the most 'alien'... and perhaps the most fun. Or at least, he seems to have the most fun charging round the universe and saving it, anyway. This period is also one in which the nature of the Time Lords is explored more thoroughly, and it sees the beginning of the Time War, echoes of which are still felt in the current season of the show. Several adventure seeds as well as more wide-ranging ideas are given for those who like this period but want original adventures rather than those shown on TV. There's also an interesting discussion about Time Lords as player characters, showing more clearly how the rules balance the relative strengths of Time Lord and human (or indeed other races) characters and even giving ideas of how to run games with two or more Time Lord characters in the party. If nothing else, that's a good time to visit Gallifrey as they can be less than welcoming to outsiders! This chapter also includes a wide range of new traits, including several new ones for Time Lords.
Chapter 2 takes a detailed look at the Fourth Doctor and his companions. There's Leela (a barbarian), K-9 (a robotic dog... strictly speaking, two of them as the first was left with Leela and the Doctor made another), Romana (a Time Lord, who regenerated during her time with the Doctor so there are two versions), Adric (a smart kid), Nyssa and Tegan. It's a bit of a toss-up with most Doctor Who fans as to whether Adric or Tegan was the most annoying! Character sheets for all of these as well as for Sarah-Jane Smith and Harry Sullivan (both detailed elsewhere and more associated with the Third Doctor than the Fourth) are provided should you wish to play them or have them as NPCs. This chapter also looks at the TARDIS, now back in working order (mostly).
And then we're off with a survey of all the Fourth Doctor's adventures. These follow a common pattern: a synopsis of the adventure, notes on how to run it should you so choose, character sheets and other information for key NPCs and monsters, and a selection of further adventures based on the original broadcast. There is very little repetition of adversaries, so this is a good set for those who like new things rather than the same old monsters...
This series just gets better. This one is replete with ideas that you can use in your game, from complete adventures to throw-away ideas that spawn whole new adventures of your own. It's well worth a read, even if you don't want to use this era or to play out TV adventures.
Moving on to the third regeneration of the Doctor (played by Jon Pertwee), this series of comprehensive surveys of the complete broadcast history of the TV show opens with notes on what makes this incarnation of the Doctor distinctive. Of note is the fact that, due to a spot of bother with the other Time Lords at the end of the Second Doctor's tenure, the Third Doctor finds himself exiled to Earth in the (then) present, unable to travel in space and time... fortunately the aliens were not backwards in coming to visit!
The first chapter introduces the Third Doctor and his companions, giving loads of detail about how he was more of an 'action hero' than his previous selves, with a fondness for flamboyant fashion and interesting vehicles. There are two different groups of companions, the conventional sort and members of UNIT who are more co-workers - at least as far as the Doctor ever trusts the military. Character sheets as well as loads of detail to aid in play are provided for all involved: the Brigadier, Liz Shaw (who was assigned as the Doctor's assistant), the two 'real' companions - Jo Grant and Sarah-Jane Smith - as well as Sergeant Benton and Captain Yates of UNIT. This chapter also talks about the TARDIS - which spends most of the time non-functional although the Doctor does manage occasional temporary repairs to make a few jaunts to other times or places.
Chapter 2 continues the useful theme by looking at (and providing game details for) new NPCs and gadgets that typify this period, as well as things like new traits - used here and often useful in the game in general. New monsters/adversaries get the next chapter to themselves, and here we meet Daleks (again) and the Master (a rival Time Lord). Ogrons, Silurians, the Nestene Consciousness, and the Autons also feature. This 'game' section of the book ends with a chapter entitled Designing Third Doctor Adventures, full of good advice that is of general application as well as material specific to this regeneration. There are three main types of adventure: those tasked by UNIT, missions from the Time Lords and occasions when the Doctor got lost. Although he does get to visit other planets, there's little historical travel.
The rest of the book is dedicated to detailed accounts of each of the Third Doctor's adventures, some twenty-four of them. Each begins with a synopsis of the adventure itself. Then there's a look at how to use concepts from it (or even the complete adventure) in your game, and notes on key individuals, monsters and gadgets (if not mentioned earlier in the book) that turn up during it. Further adventure ideas are included, and there is increasing use of cross-linking to both earlier and later adventures, which can suggest ways in which to create your own plot arcs outside the sequence followed by the TV show.
With classic adventures (like The Sea Devils and The Three Doctors), fascinating ideas including time paradoxes, alternate futures and the use or not of violence to achieve ones ends, and a host of long-running themes and recurring monsters, there is a lot to like about this period in the Doctor's history. However you want to use it, there is plenty here that will be of use and interest.
This is a fairly straightforward adventure suitable for beginning adventurers, yet successful completion should give the party a sense of accomplishment, a real feeling of 'being heroes' even at this low level.
The situation is this: a small but fairly prosperous township has fallen on difficult times with a nasty illness called the Burning Plague (it causes sufferers to come out in blisters and have an unquenchable raging thirst) that first struck down miners and has now spread to others in the settlement. Crops and livestock have not escaped either... and a recent kobold attack hasn't helped matters. Finally, the last few able-bodied souls to venture up to the mine haven't returned.
Whilst one would hope that aspiring adventurers would step up to help the struggling community, a couple of hooks are provided to get the party involved if you think they might be reluctant. However they get involved, the remaining townsfolk are convinced that the source of their troubles is the mine, and they'd like the adventurers to go and take a look. The 'meat' of this adventure, then, is an exploration of the mine, dealing with its perils including those pesky kobolds who've taken up residence there, a few devilish traps and the real source of the Burning Plague... not to mention the Plague itself which is fairly contagious!
Everything's laid out clearly so the adventure is quite straightforward to run. A fairly basic map is supplied, you might want to get a little more creative to reflect the descriptions of the various locations given. The results - and consequences - of success are given, with a few hints as to whom might be displeased and what they might do about it in the future, which could be used to inform further adventures. Overall, it's a good 'starter' adventure to get a bunch of first-level characters off to a flying start. Or die horribly, of course.
I'm just a little puzzled as to why an adventure published in 2000 in support of the then-new Dungeons & Dragons 3e - then as a freebie to meet the clamour for adventures to go with the new rulebooks - has been marked as being for Dungeons & Dragons 3.5: I have the original download from the Wizards of the Coast website, and it's exactly the same!
Born out of the necessity of changing actors came one of the iconic concepts of Doctor Who, the regeneration. This provided a convenient explanation for why it was still the Doctor even though he looked and acted quite differently. The grumpy old man played by William Hartnell became a more playful figure in the hands of Patrick Troughton.
The first chapter introduces regeneration, the second Doctor and his companions. There's an extensive analysis of the character and nature of this regeneration, showing how he brought a completely different outlook and approach to every situation... as well as a full character sheet should he happen to turn up in your game. Likewise, all the companions that travelled with him - beginning with Ben and Polly who'd been with the original Doctor as well - are presented with copious notes and character sheets. The chapter ends with a few notes on the TARDIS, which remains pretty much the same as it was.
The next chapter is Tools of the Trade, but starts off talking about companions and the various options open to you, not just whether to use ones from the show or come up with your own, but about theire different reasons for joining the Doctor, agreeing to stay and, eventually, deciding to leave the TARDIS. There are also comments about using these adventures with different Time Lords (perhaps not even the Doctor at all) or without one, although the wide-ranging nature of the adventures described in this book means that access to some kind of time-travel device is virtually essential. Some new Traits and Gadgets are also provided here, many will have more general application than the reason that they are included.
Chapter 3: Enemies provides details of some major recurring enemies starting with the Cybermen - of which there are several different versions, not to mention Cybermats, Cyber Controllers and Partial Cybermen (who are, of course, mentioned!). There is a similarly in-depth look at Daleks, as well as the Great Intelligence, Yetis and Ice Warriors.
Then, Chapter 4 looks at designing adventures, with an eye to creating ones with the right look and feel for the Second Doctor era. Even if you intend to use the adventures from the show, it's worth reading - particularly as many episodes have been lost so you cannot study up by watching them! This, of course, makes it a bit easier to re-use adventures as unless your players are as old as I am they probably haven't seen them either. There's a lot of material here, of general use even if you don't want to use much Second Doctor material.
We then launch into the actual Second Doctor adventures, some twenty-one of them. For each, there's a synopsis of the adventure itself, notes on how to run it in your game 'as is', material on notable creatures (including NPCs) and artefacts encountered (which you may wish to use elsewhere, of course) and ideas for further adventures based on it. This gives an impressive array of options for how to use some or all of the material in creating your game.
Whether it inspiration or complete adventures - or just an exploration of one of the lesser-known Doctors - that you are after, you should find plenty to amuse you here.
Time-travel indeed, right back to the First Doctor (portrayed by William Hartnell) that started the whole thing off. I was pretty small then (and usually behind the sofa!) but I still remember those early days. The Introduction explains what you can do with this book, apart from wander down memory lane: as a GM you may choose to use adversaries or even whole plots in your game, or weave bits in as part of the growing history of the Doctor whether you have a Doctor (any regneration) in your party or not.
If you want to recreate the First Doctor and his companions, there are notes on style - and complete character sheets for them - which will help you get the right feel however you want to proceed: running the adventures as they were originally presented, or using some of the follow-up ideas to create your own adventures on similar lines.
Each adventure is presented in a common style. First there is a synopsis which explains what the situation was, who the adversaries were and what they were up to, and how the Doctor dealt with them. This is followed by notes on how to run that adventure 'as is', including how to run it with a different Doctor than the first, how to adapt it or just use selected parts in your own game. Then there are more notes on creatures (NPCs and monsters) encountered, interesting gadgets and so on - you might want to use some of them even if the adventure does not suit your needs. Finally, assuming that the adventure has happened, suggestions for follow-up adventures are provided. You might want to use these after playing the original adventure or - if you are taking a more 'canon' stance and hold that the TV adventures have already taken place - use the follow-up ideas whilst letter the Doctor 'remember' the original adventure. That works particularly well if you have a real Doctor Who enthusiast playing the Doctor, one who knows a lot of the adventures that occured in the show!
There is a wealth of information here, whether you are looking for plot ideas or just revelling in detailed analysis of the early Doctor Who adventures. Everywhere is filled with snippets of use to GM and quite often to players - for example, ideas on how to play the Doctor (if you have him as a player-character) or the various companions. The GM will need to consider carefully what, if any, access he permits to this book, or it might be preferable to read certain portions to players as appropriate rather than letting them loose on the entire book.
So here we have the very first meeting with the Doctor, the first encounter with the Daleks, several historical episodes and more, all illustrated with photos from the revelant TV adventure. Alas, these are all uncaptioned although it is usually possible to figure out what they are depicting. Even if you don't intend to run any of the adventures, the comments and suggestions make it well worth reading through the lot. Of particular use to those who weren't around in 1963 to watch these adventures as they were broadcast, they are still fascinating if you do remember them (or have been watching archive re-runs).
However you use this book, it will help you to steep your game in the lore and mythology that goes to make up 'Doctor Who' in all its glory, that undefinable something that has made it endure for over fifty years. There are 28 adventures here, any one of which could keep a group entertained for several sessions.
Searching for an adventure or two for the Doctor and his companions? Search no more, for here are four to get your teeth into! If your gaming group doesn't include a Doctor, not to worry - the adventures will work perfectly well with UNIT characters, or pretty much any party generated using the Doctor Who RPG ruleset. All start in the present-day, but take you off to exotic times and locations... so they'd better have some means of travelling time and space.
First up is 'Ghost Engines' which takes the party to Victorian London, a favourite haunt, via a disused railway tunnel. Behind it all is a complex plot involving visitors from the future, an escaped prisoner and a railway entrepreneur who is not quite what he appears to be... and several people who'd really love to go home to their own time and place. Everything is nicely arranged, with some helpful and cooperative folk in 1880s London ready and willing to aid the time travellers (who didn't, er, travel on purpose), and plenty of leads to follow to enable them to find out what's really going on, and why a Dimensional Shunt may be excellent for getting trains to run on time but doesn't belong in a Victorian railway network. Oh, and there's a ghost train as well. All the elements for a classic Doctor Who adventure, laid out to make it easy to run.
The next adventure is 'Northern Knights' and mixes Elizabethan England with one of the Doctor's old adversaries, the Cybermen, who have got embroiled in the ongoing religious dispute between Elizabeth and Catholicism. Fighting a mysterious plague and meeting Mary Queen of Scots feature in this game, and there's plenty opportunity to get involved in the intrigue that was rife at the time... never mind the Cybermen busy repairing a crashed ship and making their usual attempts to convert everyone they encounter into more Cybermen!
The third adventure, 'Schrödinger's Expedition', takes the party to a very strange place. It looks like a space station, maybe, but one of a very strange and illogical design... and with a massive space/time breach in the middle. A scientific expedition and its mirror, a military expedition from another dimension, and an assortment of wildlife that has colonised this place, whatever it might be, should keep the party entertained as they attempt to figure out just what it is that they have encountered... whilst slipping between dimensions themselves! Cleaning up the mess may seem impossible, but there's plenty of guidance on how to steer the characters in the right direction.
The final adventure is 'The Tomb of Cleopatra' which starts off with a present-day archaeological dig in Egypt that has discovered an artefact that looks disturbingly like it's an artistic rendering of a Cyberman's head! They'll need to travel into the past to find out what's going on and in a delightful twist will discover that things are not what they seem, although what is there still wants to trap the Doctor - something half the universe seems to want to do at one time or another. Perhaps a visit to Roman Egypt will enable the party to sort things out.
Each adventure is complex and steeped in the lore and the style of the show, yet there is sufficient support for the GM to enable them to run it even if they - or their players - don't know that much about it. Whilst there are lots of twists and turns in each plot they do hold together well and can be solved whether the party prefers guile and cumming or brute force. These ought to keep a group entertained for quite a few sessions, and definitely have the right 'feel' for a Doctor Who adventure.


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As disco became an important part of the international music business, European producers began working in exotic flavors into the disco beat to create unique and competitive recordings. A good example of this trend is Santa Esmeralda, a Spanish-themed studio group that wove elements of flamenco, salsa, and other Latin musical styles into its Euro-disco sound. Although the group's sound was about as genuinely Spanish as Herb Alpert & the Tijuana Brass (Santa Esmeralda was the brainchild of French record producers), the result was a crossover success that spawned several club-favorite albums and a notable pop hit in the band's Latinized cover of "Don't Let Me Be Misunderstood." ~ Donald A. Guarisco, Rovi
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- Lion faction: Great color scheme: Flame Yellowish-Orange and Reddish Brown, from the looks of it. New spike detail element used for manes and claws.
- Eagle faction: Another good color scheme: White, Earth Blue, and Bright Yellow. New mechanical-looking wing detail element in addition to the one from the minifigures. Hard to tell, but the name and pic suggest Eris might be a female character. Hope she's not the only one.
- Crocodile faction: Lots of Bright Red, Olive Green, and White. Military builders should love these guys. Also has the claw detail element in black.
- Raven faction: Darkest-looking faction. Color scheme is Black, Dark Red, and Medium Lilac. Also uses the same wing detail element from the Eagle faction and claw detail element from the Lion Faction. All of these detail elements will be great for Hero Factory builders IMO.
- Wolf faction: Color scheme of Dark Red, Dark Stone Grey, and Black seems a bit mundane, but there are some great new wheel elements.
Overall seeing a lot of MOCing potential and story potential here. Can't wait to learn more details. I wonder if a teaser site will show up in the coming months? Chima.LEGO.com already redirects to the LEGO.com homepage, so I guess we'd better keep our eyes on that address in the near future!
Edited by Aanchir, 19 October 2012 - 03:29 AM.


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Another month, and time for another Round Robin, and this month's topic has been set for us by author Dr Bob Rich: What makes a book memorable? What a great question, and I expect every reader will answer it in a different way. For me, the books I remember are ones that have "spoken" to me; there's something in … Continue reading
Letterbox Love Stories: "Hands down, the best anthology I've read"
This week has seen soaring temperatures here in the UK – even in the chilly north of England where I live. If it's hot where you are, and all you want to do is flop down in a deckchair with a glass of something cold and some entertaining stories by award-winning authors – then Letterbox Love Stories is … Continue reading
The Master's Wife – a sweeping historical romance set in Egypt
It was a great pleasure to interview fellow Accent Press author Jane Jackson last year, on release of her historical romance, The Consul's Daughter (you can read Jane's interview here). I'm delighted to welcome Jane back today, with a fascinating article on the history behind her sequel, The Master's Wife. The Master's Wife Jane Jackson … Continue reading
One hundred years since the Battle of the Somme
On August 1st 2014 I published this post to mark hundred years since the start of World War One. Today marks one hundred years since the Battle of the Somme, and in remembrance of all those who died I'm reposting it here. * * * Flowers from Hell: Letters from my Great-Uncle in WW1 On … Continue reading
Another Glass of Champagne – a new release from @JennyKaneAuthor
I interviewed fellow Accent Press author Jenny Kane last year (interview here) and it's a great pleasure to welcome the lovely Jenny back to my blog again today to tell us about her new novel Another Glass of Champagne. Congratulations on release, Jenny! From Coffee to Champagne by Jenny Kane This month I am celebrating the release … Continue reading
Win a cute pair of earrings with Marie Laval's cherry clafoutis recipe! #giveaway
Lots of treats in store today! This week I'm doing a blog swap with French author Marie Laval, and together we'll be giving away two pairs of these cute pair of summer earrings you see here, which were handmade by Canadian author Denysé Bridger. (Details of how to win below.) Denysé and Marie are both contributors to … Continue reading
Romancing the Word – an event for book lovers and romance readers @TamLitFest
This weekend I made my way down south from my home in Yorkshire to the town of Tamworth in the West Midlands to take part in an event called Romancing the Word. This whole day devoted to romantic fiction was organised by book blogger Tina Williams as part of Tamworth LitFest. Tina and Caroline Barker … Continue reading
An exciting new summer anthology…coming soon! #WRWbuzz
A few weeks ago I wrote about how I'd joined a new, international group of authors called World Romance Writers. I'm very excited to say that our first anthology, entitled Letterbox Love Stories, will soon be released, just in time for the summer holidays. Our stories are the perfect holiday read, with each one set in … Continue reading
How conflict can be understated, plus a #FREE romance novella
Another month – and another Round Robin already! This month the topic is "Confrontation creates powerful drama. Use one scene you've written (published or not) that shows confrontation between characters with a brief explanation." My romantic suspense novella The Scottish Diamond is on a free promotion this weekend (until 24th May 2016) and so I … Continue reading
Tamworth Literary Festival ~ **Romancing The Word**
Originally posted on areadersreviewblog:
Saturday 11th June, Tamworth, 2016, Staffordshire Both Caroline and I will be attending Tamworth LitFest's Romancing The Word event on Saturday 11th June and we are SO excited! Tamworth will be playing host to a bevy of Romance authors from around the West Midlands and further afield! The Tamworth Literary Festival has…


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Welcome to Park Dale Lane Elementary School!
The staff at Park Dale Lane Elementary School is dedicated to providing a safe and productive learning environment to ensure the academic success of each of our students.
Educational programs have been designed to provide the skills and tools necessary for students to explore their creativity while developing a strong academic foundation.
The dedication of Park Dale Lane's staff, students, and parents has resulted in the school being selected as a National Blue Ribbon School of Excellence, a three-time California Distinguished School and a Gold Ribbon School award recipient. Thank you for visiting our school web page!
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American English: /ˈlaɪfˌɡɑrd/ British English: /ˈlʌɪfɡɑːd/
Translation of lifeguard in Spanish:
- Example sentences
- 'It is mandatory that each hotel and tourist spot employs lifeguards at their swimming pools,' he added.
- Swimming pools must have lifeguards and sanitary requirements must be taken care of.
- He would also like to try to work as a lifeguard at a swimming pool, because he has never had this chance before and finds it an interesting challenge.
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Dubin-Johnson Syndrome
- Author: Simon S Rabinowitz, MD, PhD, FAAP; Chief Editor: BS Anand, MD more...
Practice Essentials
Dubin-Johnson syndrome is an inherited, relapsing, benign disorder of bilirubin metabolism. This rare autosomal recessive condition is characterized by conjugated hyperbilirubinemia with normal liver transaminases, a unique pattern of urinary excretion of heme metabolites (coproporphyrins), and the deposition of a pigment that gives the liver a characteristic black color (see the image below).
Signs and symptoms
Patients with Dubin-Johnson syndrome tend to develop nonpruritic jaundice during their teenaged years.
Some patients complain of nonspecific right upper quadrant pain, which has been attributed to the anxiety associated with prolonged diagnostic testing. Hepatosplenomegaly also occurs in some patients, but in most cases, Dubin-Johnson syndrome is asymptomatic.
See Clinical Presentation for more detail.
Laboratory studies reveal conjugated hyperbilirubinemia, with total bilirubin serum levels usually in the 2- to 5-mg/dL range (but potentially as high as 25 mg/dL).
In patients with elevated conjugated bilirubin levels but otherwise normal liver function findings, the diagnosis of Dubin-Johnson syndrome can be confirmed by demonstrating an increase in the ratio of urinary coproporphyrin I to coproporphyrin III; type I makes up 80%, rather than the usual 25%, of the urinary coproporphyrin content in these patients.
Patients with Dubin-Johnson syndrome tend to have unique findings on hepatobiliary scintigraphy scans, demonstrating a combination of intense and prolonged visualization of the liver and delayed or failed visualization of the gallbladder.
See Workup for more detail.
Dubin-Johnson syndrome is a benign disorder that requires no specific therapy, although patients should be warned that pregnancy, oral contraceptive use, and intercurrent illness can exacerbate the associated jaundice.
In the past, patients were treated with phenobarbital, which was used primarily to reduce serum bilirubin levels. This treatment is no longer recommended.
Rifampicin and ursodeoxycholic acid (UDCA) therapy have beneficial effects in chronic cholestatic diseases. These may result, in part, from the induction of MRP2 expression in the liver and kidney.
However, neither an indication nor a general role for these 2 agents has been defined in Dubin-Johnson syndrome. Rifampicin and UDCA should, in fact, be used with caution in patients with the disease, since they may actually increase conjugated bilirubinemia and bile acid levels in such cases.[1]
See Treatment and Medication for more detail.
First described in 1954,[2] Dubin-Johnson syndrome is an inherited, relapsing, benign disorder of bilirubin metabolism. This rare autosomal recessive condition is characterized by conjugated hyperbilirubinemia with normal liver transaminases, a unique pattern of urinary excretion of heme metabolites (coproporphyrins), and the deposition of a pigment that gives the liver a characteristic black color (see the image below). (See Clinical Presentation and Workup.)
The primary defect in Dubin-Johnson syndrome is a mutation in an apical canalicular membrane protein responsible for the excretion of bilirubin and other nonbile salt organic anions. The protein was originally termed the canalicular multiple organic anion transporter (cMOAT) but is also known as multidrug resistance protein 2 (MRP2); it is a member of the ABC transporter superfamily. (See Pathophysiology and Etiology.)[3, 4, 5]
Clinical onset of Dubin-Johnson syndrome is most often seen in early adulthood; however, a neonatal onset has also been rarely described. Because of possible recurrence and second attacks of jaundice in later life, the neonatal form requires closer long-term follow-up. (See Epidemiology.)[6]
Hereditary hyperbilirubinemias can be divided into conjugated and unconjugated forms. Examples are as follows[7] :
Conjugated hyperbilirubinemias: Dubin-Johnson syndrome and Rotor syndrome
Unconjugated hyperbilirubinemias: Gilbert syndrome and Crigler-Najjar syndrome
The conjugated and unconjugated hyperbilirubinemias are also classified as being, respectively, directly reacting and indirectly reacting. Directly reacting bilirubin reacts quickly with diazotized sulfanilic acid, forming a colored azodipyrrole, while indirectly reacting bilirubin reacts very slowly with the acid unless an accelerator, such as ethanol, is present.
Both inherited conjugated hyperbilirubinemias have a relatively benign course. However, diagnosing these conditions allows the physician to exclude more serious causes of hyperbilirubinemia and, thus, avoid unnecessary investigations and procedures. (See Clinical Presentation, Workup, Treatment, and Medication.)
Patient education
Once diagnosed with Dubin-Johnson syndrome, patients should be informed of the disease process and its benign nature, and they should understand that no further investigative workup is required in the future.
For patient education information, see the Digestive Disorders Center and the Children's Health Center, as well as Jaundice and Newborn Jaundice.
Pathophysiology and Etiology
Dubin-Johnson syndrome is an autosomal recessive disorder that is caused by a mutation in the gene responsible for the human canalicular multispecific organic anion transporter (cMOAT) protein, also called the multidrug resistance protein 2 (MRP2) or ABCC2.[3, 4, 8, 9] This protein mediates adenosine triphosphate (ATP)-dependent transport of certain organic anions across the canalicular membrane of the hepatocyte.
The cMOAT/MRP2/ABCC2 protein is encoded by a single-copy gene, MRP2/cMOAT/ABCC2, on chromosome 10q24.[10]
The conjugated hyperbilirubinemia observed in Dubin-Johnson syndrome results from defective transport of bilirubin glucuronide across the membrane that separates the hepatocyte from the bile canaliculi. Pigment that is not secreted from the hepatocyte is stored in the lysosome and causes the black liver color.
A hallmark of Dubin-Johnson syndrome, the mechanism of which is not fully understood, is a reversal of the usual ratio between the byproducts of heme biosynthesis: urinary coproporphyrin I levels are higher than coproporphyrin III levels. In unaffected individuals, the ratio of coproporphyrin III to coproporphyrin I is approximately 3-4:1.[11]
MRP2 plays an important role in the detoxification of many drugs by transporting a wide range of compounds, especially conjugates of glutathione, glucuronate, and sulfate, which are collectively known as phase II products of biotransformation. Unlike other members of the MRP/ABCC family, MRP2 is expressed only on the apical membrane domain of polarized cells. Besides hepatocytes, MRP2 is located in renal proximal tubular cells, enterocytes, and syncytiotrophoblasts of the placenta.[12]
Energy derived from ATP is critical for the secretory function of MRP2. Mutations in the ATP-binding region of MRP2 represent a significant proportion of the recognized genetic defects in Dubin-Johnson syndrome.[13, 14]
A common missense mutation, Delta (R,M), leads to the loss of 2 amino acids from the second ATP-binding domain of MRP2. Delta (R,M) is associated with the absence of the MRP2 glycoprotein from the apical membrane of the hepatocytes. In this mutation, only core glycosylation of the protein occurs, which interferes with transport from the endoplasmic reticulum to the canalicular membrane of the hepatocyte. The mutated protein is sensitive to endoglycosidase H digestion in the endoplasmic reticulum. Proteasomes are also involved in the degradation of the mutated protein.[15, 16]
A report from China described mutations in 2 patients with neonatal-onset Dubin-Johnson syndrome who also had no immunohistochemical staining for MRP2. These children, along with 2 patients with adolescent-onset Dubin-Johnson syndrome, had a total of 6 novel mutations, including deletions and missense and nonsense mutations, all of which involved 1 of the 2 ATP-binding cassettes (ABC) of the MRP2 protein.[17]
Occurrence in the United States
The overall prevalence of Dubin-Johnson syndrome is extremely low. However, although no accurate prevalence figures are available, it is known to be far more common than Rotor syndrome.
Race-related demographics
Dubin-Johnson syndrome has been described in all nationalities, ethnic backgrounds, and races. The highest recognized prevalence of the disease (1 case per 1300 population) is in Iranian Jews and is clustered in the same families.[18] This group may have an associated deficiency in clotting factor VII that is not observed in other populations.[19] The prevalence in Moroccan Jews is nearly as high, a reflection of the fact that these populations diverged about 2000-2500 years ago.[19]
Sex- and age-related demographics
Dubin-Johnson syndrome occurs in both sexes, but some authors have reported increased incidence and earlier onset in males.[18]
Dubin-Johnson syndrome is rarely detected before puberty, although neonatal cases have been reported. It is most often diagnosed in the late teens and early adulthood.
Dubin-Johnson syndrome is a benign condition, and life expectancy among patients is normal. An interesting case report describes an infant who received a living related liver transplant donor graft from his mother, who had Dubin-Johnson syndrome. One year after transplantation there were no unexpected issues with the donor or the child who had "inherited" Dubin-Johnson syndrome from his mother.[20]
Complications of Dubin-Johnson syndrome include jaundice (the most consistent finding) and hepatomegaly. Oral contraceptives, pregnancy, and intercurrent illness may exacerbate jaundice. Reduced prothrombin activity, resulting from lower levels of clotting factor VII, is found in 60% of patients.
Some neonates present with cholestasis, which may be severe. Increased fetal wastage was reported in one study. In a case report, cholecystolithiasis and choledocholithiasis developed in the presence of Dubin-Johnson syndrome.[21]
Regev RH, Stolar O, Raz A, Dolfin T. Treatment of severe cholestasis in neonatal Dubin-Johnson syndrome with ursodeoxycholic acid. J Perinat Med. 2002. 30(2):185-7. [Medline].
Dubin IN, Johnson FB. Chronic idiopathic jaundice with unidentified pigment in liver cells; a new clinicopathologic entity with a report of 12 cases. Medicine (Baltimore). 1954 Sep. 33(3):155-97. [Medline].
Paulusma CC, Kool M, Bosma PJ, et al. A mutation in the human canalicular multispecific organic anion transporter gene causes the Dubin-Johnson syndrome. Hepatology. 1997 Jun. 25(6):1539-42. [Medline].
Toh S, Wada M, Uchiumi T, et al. Genomic structure of the canalicular multispecific organic anion-transporter gene (MRP2/cMOAT) and mutations in the ATP-binding-cassette region in Dubin-Johnson syndrome. Am J Hum Genet. 1999 Mar. 64(3):739-46. [Medline]. [Full Text].
Kruh GD, Zeng H, Rea PA, et al. MRP subfamily transporters and resistance to anticancer agents. J Bioenerg Biomembr. 2001 Dec. 33(6):493-501. [Medline].
Kimura A, Ushijima K, Kage M, et al. Neonatal Dubin-Johnson syndrome with severe cholestasis: effective phenobarbital therapy. Acta Paediatr Scand. 1991 Mar. 80(3):381-5. [Medline].
Strassburg CP. Hyperbilirubinemia syndromes (Gilbert-Meulengracht, Crigler-Najjar, Dubin-Johnson, and Rotor syndrome). Best Pract Res Clin Gastroenterol. 2010 Oct. 24(5):555-71. [Medline].
Benz-de Bretagne I, Respaud R, Vourc'h P, et al. Urinary elimination of coproporphyrins is dependent on ABCC2 polymorphisms and represents a potential biomarker of MRP2 activity in humans. J Biomed Biotechnol. 2011. 2011:498757. [Medline]. [Full Text].
Nisa AU, Ahmad Z. Dubin-Johnson syndrome. J Coll Physicians Surg Pak. 2008 Mar. 18(3):188-9. [Medline].
van Kuijck MA, Kool M, Merkx GF, et al. Assignment of the canalicular multispecific organic anion transporter gene (CMOAT) to human chromosome 10q24 and mouse chromosome 19D2 by fluorescent in situ hybridization. Cytogenet Cell Genet. 1997. 77(3-4):285-7. [Medline].
Frank M, Doss M, de Carvalho DG. Diagnostic and pathogenetic implications of urinary coproporphyrin excretion in the Dubin-Johnson syndrome. Hepatogastroenterology. 1990 Feb. 37(1):147-51. [Medline].
Jedlitschky G, Hoffmann U, Kroemer HK. Structure and function of the MRP2 (ABCC2) protein and its role in drug disposition. Expert Opin Drug Metab Toxicol. 2006 Jun. 2(3):351-66. [Medline].
Hashimoto K, Uchiumi T, Konno T, et al. Trafficking and functional defects by mutations of the ATP-binding domains in MRP2 in patients with Dubin-Johnson syndrome. Hepatology. 2002 Nov. 36(5):1236-45. [Medline].
Tate G, Li M, Suzuki T, Mitsuya T. A new mutation of the ATP-binding cassette, sub-family C, member 2 (ABCC2) gene in a Japanese patient with Dubin-Johnson syndrome. Genes Genet Syst. 2002 Apr. 77(2):117-21. [Medline].
Keitel V, Kartenbeck J, Nies AT, Spring H, Brom M, Keppler D. Impaired protein maturation of the conjugate export pump multidrug resistance protein 2 as a consequence of a deletion mutation in Dubin-Johnson syndrome. Hepatology. 2000 Dec. 32(6):1317-28. [Medline].
Uchiumi T, Tanamachi H, Kuchiwaki K, et al. Mutation and functional analysis of ABCC2/multidrug resistance protein 2 in a Japanese patient with Dubin-Johnson syndrome. Hepatol Res. 2013 May. 43(5):569-75. [Medline].
Lee JH, Chen HL, Chen HL, Ni YH, Hsu HY, Chang MH. Neonatal Dubin-Johnson syndrome: long-term follow-up and MRP2 mutations study. Pediatr Res. 2006 Apr. 59(4 Pt 1):584-9. [Medline].
Zlotogora J. Hereditary disorders among Iranian Jews. Am J Med Genet. 1995 Jul 31. 58(1):32-7. [Medline].
Mor-Cohen R, Zivelin A, Fromovich-Amit Y, Kovalski V, Rosenberg N, Seligsohn U. Age estimates of ancestral mutations causing factor VII deficiency and Dubin-Johnson syndrome in Iranian and Moroccan Jews are consistent with ancient Jewish migrations. Blood Coagul Fibrinolysis. 2007 Mar. 18(2):139-44. [Medline].
Liu C, Niu DM, Hsia CY, et al. Living donor liver transplantation using a graft from a donor with Dubin-Johnson syndrome. Pediatr Transplant. 2012 Feb. 16(1):E25-9. [Medline].
Zhou L, Liu C, Bai J, Dong S, Wei J. Dubin-Johnson syndrome with cholecystolithiasis and choledocholithiasis. Int J Surg Case Rep. 2013. 4(7):587-8. [Medline]. [Full Text].
Korkmaz U, Duman AE, Ogutmen Koc D, et al. Severe jaundice due to coexistence of Dubin-Johnson syndrome and hereditary spherocytosis: a case report. Turk J Gastroenterol. 2011 Aug. 22(4):422-5. [Medline].
Fretzayas A, Kitsiou S, Papadopoulou A, Nicolaidou P. Clinical expression of co-inherited Dubin-Johnson and thalassaemic heterozygous states. Dig Liver Dis. 2007 Apr. 39(4):369-74. [Medline].
Mayatepek E, Lehmann WD. Defective hepatobiliary leukotriene elimination in patients with the Dubin-Johnson syndrome. Clin Chim Acta. 1996 May 30. 249(1-2):37-46. [Medline].
Respaud R, Benz-de Bretagne I, Blasco H, Hulot JS, Lechat P, Le Guellec C. Quantification of coproporphyrin isomers I and III in urine by HPLC and determination of their ratio for investigations of multidrug resistance protein 2 (MRP2) function in humans. J Chromatogr B Analyt Technol Biomed Life Sci. 2009 Nov 15. 877(30):3893-8. [Medline].
Rocchi E, Balli F, Gibertini P, et al. Coproporphyrin excretion in healthy newborn babies. J Pediatr Gastroenterol Nutr. 1984 Jun. 3(3):402-7. [Medline].
Shimizu T, Tawa T, Maruyama T, Oguchi S, Yamashiro Y, Yabuta K. A case of infantile Dubin-Johnson syndrome with high CT attenuation in the liver. Pediatr Radiol. 1997 Apr. 27(4):345-7. [Medline].
Sobaniec-Lotowska ME, Lebensztejn DM. Ultrastructure of Kupffer cells and hepatocytes in the Dubin-Johnson syndrome: a case report. World J Gastroenterol. 2006 Feb 14. 12(6):987-9. [Medline].
Corpechot C, Ping C, Wendum D, Matsuda F, Barbu V, Poupon R. Identification of a novel 974C-->G nonsense mutation of the MRP2/ABCC2 gene in a patient with Dubin-Johnson syndrome and analysis of the effects of rifampicin and ursodeoxycholic acid on serum bilirubin and bile acids. Am J Gastroenterol. 2006 Oct. 101(10):2427-32. [Medline].


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The University History Institute
You have a unique opportunity to share in the excitement of historical discovery through the twenty-seventh annual Evenings with History series.
The Evenings with History series, sponsored by the University History Institute, features presentations by UALR faculty members sharing their current research. Although these talks are aimed at a general audience, each offers insight into the real workings of historical scholarship. The nationally-recognized series covers a variety of times, areas, and subjects. Many of the presentations illuminate current affairs. The format also allows for questions and discussion.
This year's lecture series focuses on a wide variety of topics. You can learn how society twists history to meet changing social needs with stories of David O. Dodd, the Boy Martyr of Arkansas, and the Battle of the Alamo and the fight for Texas Independence; discover how Little Rock's neighborhood patterns of racial separation emerged; get to know how the lives of powerless people in the Dutch colonies in American can be uncovered; consider the Chinese Cultural Revolution and the reasons why it is remembered in diverse ways; and examine the 1960s fight for voting rights through the eyes of everyday people involved in this movement.
The six sessions of the 2014-2015 Evenings with History series will be held on the first Tuesday of October, the second Tuesday of November, and the first Tuesday of December in 2014. The 2015 sessions will be on the first Tuesdays of February, March, and April. This year's meetings will be held at the Ottenheimer Auditorium in the Historic Arkansas Museum at 200 E. Third Street in Little Rock. Historic Arkansas's downtown location and the museum's adjacent parking lot at Third and Cumberland make the sessions convenient and pleasant to attend. Refreshments and an informal atmosphere encourage the interchange of ideas. Refreshments are served at 7:00 p.m., and the talk begins at 7:30 p.m.
Come experience the joy of history in a truly historic setting!
An individual subscription to the series, at $50 annually, includes these benefits:
–Admission to all six lectures.
A joint subscription to the series, at $90 annually, offers couples and friends a savings of $10.
A Fellow of the Institute, at $250 annually, receives admission to the six lectures plus an invitation to special presentations for Fellows only. This often includes a private evening with a noted author.
A Life Membership is available at $1,000 and includes the benefits of a Fellow.
Corporate Sponsorships are available at a $250 minimum contribution.
Regular Registered Undergraduate and Graduate Students at UALR may attend the lectures free of charge.
Subscribers to the series help support historical research. The presenters donate their time, and the University History Institute uses all proceeds from the series to encourage research at the University of Arkansas at Little Rock. In recent years annual Institute grants, made possible by the Evenings with History series, have made major purchases of historical research materials for UALR. Subscriptions and donations to the Institute are tax deductible as allowed by law.
2015-2016 Evenings with History Series.
October 6, 2015 – Edward Anson,
"The Augustan Transformation of Ancient Rome"
Augustus, grandnephew, adopted son, and heir of Gaius Julius Caesar, founded the Roman Empire and was its first Emperor. In this talk Dr. Anson shows how Augustus gained control of the state while at the same time appearing to maintain Republican traditions and serve the needs of the people. His creation of institutions brought him power but at the same time also solved problems that had long festered during the Republic. While his adoptive father brought about the end of the Republic, it was the adoptive son who created the governmental structure known as the Empire.
November 3, 2015 – Clea Hupp,
"Tribalism, Sectarianism, and Political Islam"
Current events in the Middle East are rooted in the politics of the 20th century. Communism, nationalism and imperialism left a footprint on the region and shaped the recent conflicts of the area. To what extent do cultural factors like tribalism and sectarianism influence the people of the Middle East, and how do they intersect with politics? Dr. Hupp will look at the struggle between secularism and political Islam, and how the philosophical trends of the region have influenced political movements.
December 1, 2015 – Vincent Vinikas,
"Abolition as Aberration: Lynching as Insurgency"
Although the Constitution of the United States was amended to forbid slavery in 1865, to extend citizenship to blacks in 1867, and to enfranchise black voters in 1870, these achievements were soon mitigated. Although the 13th and 15th Amendments were relatively easy to undo through state laws, the denial of due process of law and the equal protection of the law posed a more difficult challenge to Southern folkways. Unlike disfranchisement, segregation, and peonage, equal protection of the law could not be abridged through legal channels. In the afterglow of the abolition of slavery, a social institution that had regulated Southern life for centuries, a new folk custom emerged to offer convincing proof to blacks and whites that blacks existed beyond the law. In this lecture Dr. Vinikas argues that individual examples of lynching cannot be understood by looking for rational patterns of cause and effect; one must look instead at the phenomenon as a whole to grasp the counter-revolutionary function that these gruesome public spectacles served in restoring white supremacy to the South.
February 6, 2016 – Thomas Kaiser,
"The Drama of Prince Charlie and French Political Protest, 1745 – 1750"
Surely one of the most colorful and irresponsible of all the Stuart princes, Bonnie Prince Charlie, had a major, if brief impact on French politics in the mid-18th century. Dr. Kaiser's presentation shows how the dissolute prince, after failing to capture the British throne by means of a French-backed invasion, returned to France to organize a very un-French publicity campaign to win government support for a second effort. When instead of subsidizing another invasion, the French government wound up arresting and exiling Bonnie Prince Charlie, supporters of the Prince unleashed a vicious attack on the French king and his mistress Mme de Pompadour for betraying the popular "hero," an attack that would leave lasting scars on the French monarchy.
March 1, 2016 – Charles Romney,
"The American State and the Defeat of Progressive Unions in the 1940s"
Progressive unions flourished in the 1930s by working alongside federal agencies created during the New Deal. Yet in 1950, few progressive unions remained. Why? Most scholars point to domestic anti-communism and southern conservatives in Congress as the forces that diminished the New Deal state, eliminated progressive unions, and destroyed the radical potential of American liberalism. Dr. Romney, in this talk, explores the reasons why historians have focused on progressive unions in the 1930s and 1940s and explains the existing interpretations of their decline. He also provides a new answer to this scholarly question, arguing that anti-communism and congressional conservatism merely intensified the main reason for the decline of progressive unions: the New Deal state's focus on legal procedure.
April 5, 2016 – John Kirk,
"Winthrop Rockefeller: A Fiftieth Anniversary Reflection"
In 1966, Winthrop Rockefeller was elected Arkansas's first Republican governor in over ninety years. Fifty years later, although we know a good deal about Rockefeller's time in office from 1967 to 1971, much of his life and career beyond remains an untold and unexplored story. Dr. Kirk, in this presentation, sketches an overview of Rockefeller's life including the little known events of his New York years, his move to Arkansas in 1953, his work as chair of the Arkansas Industrial Development Commission (AIDC), and his political campaigns in the gubernatorial elections of 1964, 1966, 1968 and 1970. He also provides an assessment of Rockefeller's governorship and his ongoing legacy in state politics after holding office and his untimely death in 1973.
About the University History Institute
The University History Institute, a nonprofit Arkansas corporation, is an organization of private citizens interested in history and in community support for the University of Arkansas at Little Rock. The officers and board of directors of the Institute represent a cross section of the Central Arkansas community. At present they are:
Craig Berry, President
Dr. Joe Bates, Vice President
Lee Johnson, Treasurer
Frederick Ursery, Secretary
Robert Adams Judge Ellen Brantley
Kathryn Fitzhugh Anne Fulk
Dr. Betty Hathaway Bob McKuin
Dr. Bobby Roberts Elaine Scott
Dr. Robert Sherer Dr. David Stricklin
Dr. Allan Ward
All funds collected by the University History Institute are used to further historical research at the University of Arkansas at Little Rock. The UALR Foundation Fund is also a nonprofit Arkansas corporation and holds U. S. Internal Revenue Service tax-exempt status. For additional information about the Institute, call (501) 569-3235.
Please consider subscribing to the University History Institute's Evenings with History series at the Fellow ($250), Life ($1,000), or Corporate Sponsor ($250 minimum) levels. Members at this level receive special benefits. In addition to membership in the Evenings with History subscription series for a donor and guests, Fellows and Life members are invited to sessions held for them only.
Special sessions for Fellows and Life members include an annual event held in the Arkansas Studies Institute and other events held in a variety of locations. These delightful and intimate occasions involve a brief presentation by a special guest, and then an open discussion among everyone. It's a kind of history-in-the-making that is a rare opportunity. The Fellow and Life member events usually feature distinguished scholars or, in many cases, significant historical figures themselves. In the past, that has included noted author Dee Brown; UALR law professor Lynn Foster; celebrated journalist Ernie Dumas; former Senator David Pryor; early Clinton observer Steve Smith; Native American Press collector Dan Littlefield; and others.
If you're interested in becoming a major donor, contact any officer or board member of the University History Institute or write or call us at:
University History Institute
2801 South University Avenue
Little Rock, Arkansas 72204-1099
(501) 569-3235
A Thank You to Corporate Sponsors for the 2015-2016 Season.
The generosity of Friday, Eldredge, & Clark and the Union Pacific Railroad help make these lectures possible. Thanks also for support and gifts in kind from the Ottenheimer Library, University of Arkansas at Little Rock; Historic Arkansas Museum, a museum of the Department of Arkansas Heritage; UALR Public Radio—KUAR-KLRE; UALR public television; and Grapevine Spirits.


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Bus. Growth Solutions
The Center for Economic Growth (CEG) through the Business Growth Solutions (BGS), services small to medium sized companies (SME's) in the manufacturing and technology sectors across several industries. These services help SME's realize new revenues and increase profitability through assisting them in increasing sales, improving productivity and operations, launching new products, aligning executive team strategies, etc. These services are provided by internal team members as well as third party partners.
CEG Business Growth Solutions is NYSTAR's designated regional Manufacturing Extension Partnership (MEP) Center for the 8-county Capital Region of New York State. Since our founding in 1987, CEG has steadily worked to cultivate and connect the Region's technology and manufacturing companies with one another, and to enable them to leverage the statewide and nationwide MEP network which includes about 1,200 professionals devoted to profitable manufacturing growth.